// // Filename : GridHelpers.h // Author(s) : Alexander Beels // Purpose : Class to define a cell grid surrounding // the projected image of a scene // Date of creation : 2010-12-13 // /////////////////////////////////////////////////////////////////////////////// // // Copyright (C) : Please refer to the COPYRIGHT file distributed // with this source distribution. // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // /////////////////////////////////////////////////////////////////////////////// #ifndef GRIDHELPERS_H #define GRIDHELPERS_H #include #include "Polygon.h" #include "../winged_edge/WEdge.h" #include "FRS_freestyle.h" #include "GeomUtils.h" namespace GridHelpers { /*! Computes the distance from a point P to a segment AB */ template T closestPointToSegment(const T& P, const T& A , const T& B, real& distance) { T AB, AP, BP; AB = B - A; AP = P - A; BP = P - B; real c1(AB * AP); if (c1 <= 0) { distance = AP.norm(); return A; // A is closest point } real c2(AB * AB); if (c2 <= c1) { distance = BP.norm(); return B; // B is closest point } real b = c1 / c2; T Pb, PPb; Pb = A + b * AB; PPb = P - Pb; distance = PPb.norm(); return Pb; // closest point lies on AB } inline Vec3r closestPointOnPolygon(const Vec3r& point, const Polygon3r& poly) { // First cast a ray from the point onto the polygon plane // If the ray intersects the polygon, then the intersection point // is the closest point on the polygon real t, u, v; if ( poly.rayIntersect(point, poly.getNormal(), t, u, v) ) { return point + poly.getNormal() * t; } // Otherwise, get the nearest point on each edge, and take the closest real distance; Vec3r closest = closestPointToSegment(point, poly.getVertices()[2], poly.getVertices()[0], distance); for ( unsigned i = 0; i < 2; ++i ) { real t; Vec3r p = closestPointToSegment(point, poly.getVertices()[i], poly.getVertices()[i + 1], t); if ( t < distance ) { distance = t; closest = p; } } return closest; } inline real distancePointToPolygon(const Vec3r& point, const Polygon3r& poly) { // First cast a ray from the point onto the polygon plane // If the ray intersects the polygon, then the intersection point // is the closest point on the polygon real t, u, v; if ( poly.rayIntersect(point, poly.getNormal(), t, u, v) ) { return t > 0.0 ? t : -t; } // Otherwise, get the nearest point on each edge, and take the closest real distance = GeomUtils::distPointSegment(point, poly.getVertices()[2], poly.getVertices()[0]); for ( unsigned i = 0; i < 2; ++i ) { real t = GeomUtils::distPointSegment(point, poly.getVertices()[i], poly.getVertices()[i + 1]); if ( t < distance ) { distance = t; } } return distance; } class Transform { public: virtual ~Transform () =0; virtual Vec3r operator()(const Vec3r& point) const =0; }; inline bool insideProscenium (const real proscenium[4], const Polygon3r& polygon) { // N.B. The bounding box check is redundant for inserting occluders into // cells, because the cell selection code in insertOccluders has already // guaranteed that the bounding boxes will overlap. // First check the viewport edges, since they are the easiest case // Check if the bounding box is entirely outside the proscenium Vec3r bbMin, bbMax; polygon.getBBox(bbMin, bbMax); if ( bbMax[0] < proscenium[0] || bbMin[0] > proscenium[1] || bbMax[1] < proscenium[2] || bbMin[1] > proscenium[3] ) { return false; } Vec3r boxCenter(proscenium[0] + (proscenium[1] - proscenium[0]) / 2.0, proscenium[2] + (proscenium[3] - proscenium[2]) / 2.0, 0.0); Vec3r boxHalfSize((proscenium[1] - proscenium[0]) / 2.0, (proscenium[3] - proscenium[2]) / 2.0, 1.0); Vec3r triverts[3] = { Vec3r(polygon.getVertices()[0][0], polygon.getVertices()[0][1], 0.0), Vec3r(polygon.getVertices()[1][0], polygon.getVertices()[1][1], 0.0), Vec3r(polygon.getVertices()[2][0], polygon.getVertices()[2][1], 0.0) }; return GeomUtils::overlapTriangleBox(boxCenter, boxHalfSize, triverts); } inline vector enumerateVertices(const vector& fedges) { vector points; // Iterate over vertices, storing projections in points for(vector::const_iterator woe=fedges.begin(), woend=fedges.end(); woe!=woend; woe++) { points.push_back((*woe)->GetaVertex()->GetVertex()); } return points; } void getDefaultViewProscenium(real viewProscenium[4]); inline void expandProscenium (real proscenium[4], const Polygon3r& polygon) { Vec3r bbMin, bbMax; polygon.getBBox(bbMin, bbMax); const real epsilon = 1.0e-6; if ( bbMin[0] <= proscenium[0] ) { proscenium[0] = bbMin[0] - epsilon; } if ( bbMin[1] <= proscenium[2] ) { proscenium[2] = bbMin[1] - epsilon; } if ( bbMax[0] >= proscenium[1] ) { proscenium[1] = bbMax[0] + epsilon; } if ( bbMax[1] >= proscenium[3] ) { proscenium[3] = bbMax[1] + epsilon; } } inline void expandProscenium (real proscenium[4], const Vec3r& point) { const real epsilon = 1.0e-6; if ( point[0] <= proscenium[0] ) { proscenium[0] = point[0] - epsilon; } if ( point[1] <= proscenium[2] ) { proscenium[2] = point[1] - epsilon; } if ( point[0] >= proscenium[1] ) { proscenium[1] = point[0] + epsilon; } if ( point[1] >= proscenium[3] ) { proscenium[3] = point[1] + epsilon; } } }; #endif // GRIDHELPERS_H